Blender

Blender

Ponlets Apr 21, 2019 @ 4:38am
crashes when texture painting
i know its not my specs because my specs are well above reccomended

why is it that with a moderate density geometry character model it crashes randomly with no ♥♥♥♥♥♥♥♥ error message

google is no use and no where else has any information about this

why cant blender use GPU instead of CPU for everything because GPU computation for blender would be faster

yes i already have the device set to my GPU but it clearly is still using my CPU because it still spins up and GPU utilization is at 10% maximum when it should be utilized more
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Showing 1-15 of 17 comments
The Renderer Apr 21, 2019 @ 5:24am 
Setting the device to GPU only applies to rendering (i.e, when you hit the render button or when you are in viewport render mode). Everywhere else Blender uses a combination of GPU and CPU in whichever way it sees fit (aka I have no idea).

I doubt that is why it's crashing for you, though. Have you tried a different version to see if it's more stable? Do you use super large textures? Since you don't get an error message and say your model is only moderately large (whatever that means), there's nothing much to go on, I'm afraid. Maybe try it with painting only a part of the model at a time. Or, as stupid as it may sound, go more slowly to give Blender time to do its computations in the background.
Ponlets Apr 21, 2019 @ 5:43pm 
Originally posted by The Renderer:
Setting the device to GPU only applies to rendering (i.e, when you hit the render button or when you are in viewport render mode). Everywhere else Blender uses a combination of GPU and CPU in whichever way it sees fit (aka I have no idea).

I doubt that is why it's crashing for you, though. Have you tried a different version to see if it's more stable? Do you use super large textures? Since you don't get an error message and say your model is only moderately large (whatever that means), there's nothing much to go on, I'm afraid. Maybe try it with painting only a part of the model at a time. Or, as stupid as it may sound, go more slowly to give Blender time to do its computations in the background.
by moderately large i mean only 100k faces at maximum

i am using 8192 x 8192 textures because once im done painting in blender i plan on using that as a template and adding detail via GIMP

why is something like this not set to use GPU to do the culling and other projection calculations as it would do them all much faster

Momo Apr 22, 2019 @ 10:06am 
8192 is an absolute overkill by anybody's standards. Why not try something more reasonable such as 2048x2048?
still__alive Apr 22, 2019 @ 10:30am 
Originally posted by Momo:
8192 is an absolute overkill by anybody's standards. Why not try something more reasonable such as 2048x2048?

Yeah, that is my thought as well. I’d do it just for troubleshooting purposes at the very least.

If a normal size texture works then I think that would kind of imply that the 8192x8192 is too much for either Blender or your PC to handle.
Ponlets Apr 22, 2019 @ 7:43pm 
Originally posted by Momo:
8192 is an absolute overkill by anybody's standards. Why not try something more reasonable such as 2048x2048?
because i can see the pixels at that resolution

and even with 8192 i can see the pixels up close

i dont know how people use 4k or 2k and not see the pixels

i UV wrapped my character and everything but when i try using lower resolutions its impossible to paint with because its so blocky
Mr Chappy Apr 23, 2019 @ 9:17am 
Hi,

How much RAM do you have?
still__alive Apr 23, 2019 @ 1:16pm 
Originally posted by Ponlets:
Originally posted by Momo:
8192 is an absolute overkill by anybody's standards. Why not try something more reasonable such as 2048x2048?
because i can see the pixels at that resolution

and even with 8192 i can see the pixels up close

i dont know how people use 4k or 2k and not see the pixels

i UV wrapped my character and everything but when i try using lower resolutions its impossible to paint with because its so blocky

That sounds like maybe you have your UV islands scaled improperly or poorly to your texture. Like you are trying to sqeeze way too much detail into not enough texture space.

Texel density it’s called, I guess. If you take a UV island and scale it to a really small size on your texture the texel density would be lower. Scale it up and the density will get higher - more pixels per square unit.

For testing purposes, you should try painting onto a lower, normal resolution texture and see if Blender still crashes. If it doesn't, then it seems obvious that Blender or your PC cannot handle the resolution of the textures you are trying to paint on.
Last edited by still__alive; Apr 23, 2019 @ 2:01pm
Ponlets Apr 23, 2019 @ 5:24pm 
Originally posted by Mr Chappy:
Hi,

How much RAM do you have?
32gb DDR4

i have my specs on my profile lol

my GPU is a GTX 1080 ti and blender should use that for texture projection and culling instead of my CPU
Ponlets Apr 23, 2019 @ 5:26pm 
Originally posted by still__alive:
Originally posted by Ponlets:
because i can see the pixels at that resolution

and even with 8192 i can see the pixels up close

i dont know how people use 4k or 2k and not see the pixels

i UV wrapped my character and everything but when i try using lower resolutions its impossible to paint with because its so blocky

That sounds like maybe you have your UV islands scaled improperly or poorly to your texture. Like you are trying to sqeeze way too much detail into not enough texture space.

Texel density it’s called, I guess. If you take a UV island and scale it to a really small size on your texture the texel density would be lower. Scale it up and the density will get higher - more pixels per square unit.

For testing purposes, you should try painting onto a lower, normal resolution texture and see if Blender still crashes. If it doesn't, then it seems obvious that Blender or your PC cannot handle the resolution of the textures you are trying to paint on.
im sure my PC can handle it but blender cannot because its trying to use CPU for painting instead of GPU like it should

if GPU can be an option for rendering then it should be an option for everything else from simulations to texture painting and other such things

i use the "mark seam" bits but some times even when i have every part marked properly i get some weird jumbling of polys
still__alive Apr 23, 2019 @ 6:07pm 
What I mean is that if you have a lot of mesh detail on your model such that when you unwrap things you have to make the uv islands fairly small, things will look more pixelated sooner.

Like in these screenshots, think of the uv checkerboard squares as pixels.

https://steamcommunity.com/sharedfiles/filedetails/?id=1721639901

https://steamcommunity.com/sharedfiles/filedetails/?id=1721640512

If you compare those two, you can see how shrinking down the uv island makes the uv checkerboard squares get bigger. That would be what happens with the pixels of a normal texture. The smaller you shrink the uv islands the more pixelated that particular piece of the mesh will appear.

So if you have a mesh with a lot of stuff on it and you have to shrink down a bunch of pieces like this to make everything fit:
https://steamcommunity.com/sharedfiles/filedetails/?id=1721640791

That could explain why you figure 2048x2048 isn't enough resolution. If that is what is happening with your mesh and textures, you might want to consider breaking some stuff apart into different objects and giving them their own textures. And maybe your uv unwrap can be optimized more. Symmetrical objects can be mirrored on the UV map, for example, which might allow scaling that particular piece up, or making other details bigger.

Originally posted by Ponlets:
im sure my PC can handle it but blender cannot because its trying to use CPU for painting instead of GPU like it should

if GPU can be an option for rendering then it should be an option for everything else from simulations to texture painting and other such things

I'm fairly certain that these other processes can't use the GPU (as of now) because that capability is not coded into the software. Developers would probably have to change things under the hood to allow that to be possible - if the GPU could be used in that way.

You are assuming the kind of calculations that are required for those other processes would be better done by the GPU - maybe that is not the case though. Maybe that is why it isn't done with the GPU.

At any rate, you'll have to work within the limitations of the software.
Last edited by still__alive; Apr 23, 2019 @ 6:14pm
Ponlets Apr 24, 2019 @ 10:38am 
i am very certain those calculations can be done with the GPU at a much higher rate of speed

i am sure that its because GPUs were not the priority in blenders source code for the longest time

i remember back when GPU rendering was still kinda new for blender but when they allowed it to render it was alot faster

i am glad for the ability to UV map but yea i wish it was done better on my end but i guess for that i would have needed to have some understanding

i dont know how to make it do this "Symmetrical objects can be mirrored on the UV map, "
Lego Apr 25, 2019 @ 11:11am 
Mainly be you CPU.
Ponlets Apr 25, 2019 @ 1:07pm 
Originally posted by 💖:
Mainly be you CPU.
my CPU is not lackluster it is a i7 8700k @ 4.7ghz

i have 32gb DDR4 RAM @ 2933MHZ
Originally posted by The Renderer:
Setting the device to GPU only applies to rendering (i.e, when you hit the render button or when you are in viewport render mode). Everywhere else Blender uses a combination of GPU and CPU in whichever way it sees fit (aka I have no idea).

I doubt that is why it's crashing for you, though. Have you tried a different version to see if it's more stable? Do you use super large textures? Since you don't get an error message and say your model is only moderately large (whatever that means), there's nothing much to go on, I'm afraid. Maybe try it with painting only a part of the model at a time. Or, as stupid as it may sound, go more slowly to give Blender time to do its computations in the background.
Doesn't it actually use the CPU to render the scene though? I mean when you hit the render button, the view port does use the GPU to render.
Originally posted by Ponlets:
i am very certain those calculations can be done with the GPU at a much higher rate of speed

i am sure that its because GPUs were not the priority in blenders source code for the longest time

i remember back when GPU rendering was still kinda new for blender but when they allowed it to render it was alot faster

i am glad for the ability to UV map but yea i wish it was done better on my end but i guess for that i would have needed to have some understanding

i dont know how to make it do this "Symmetrical objects can be mirrored on the UV map, "
GPUs are good at doing millions of small calculations at the same time, these calculations have little interaction with each other though. The GPU can not do anything complicated like the CPU can. The GPU is good at culling, creating triangles, drawing triangles and then deciding which pixels are in front of other pixels.
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Date Posted: Apr 21, 2019 @ 4:38am
Posts: 17